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3D Game Engine Programming
Developing your own 3D game engine can be a demanding task. If you're up for the challenge, then 3D Game Engine Programming is ready to take you through each step. All you need to begin is a working knowledge of C or C++and basic knowledge of the DirectX and Direct3D interfaces. With these skills behind you, you're ready to tackle the mathematical
concepts and API-independent interfaces that will add up to your working game engine. This book takes you beyond simply building your game engine, showing you how you can apply it to implement a network deathmatch first-person shooter. You'll also cover additional tasks such as implementing a level editor to build your own 3D levels from scratch with a graphical user interface.
Contents:
Part 1: Building the Base
1. Introduction to Game Programming and Game Engines
2. Designing the Engine
3. Engineering the Engine
4. Think 3D
Part 2: Showing Off with Pixels
5. United Colors of Pixels
6. Crank up the Engine
7. Test-driving the 3D Pipeline with Shaders
8. Dancing with Cyber Characters
Part 3: Enlarging the Engine
9. Polling for DirectInput
10. Rock with DirectMusic
11. Networking with WinSock
12. More about Timing and Movement
Part 4: Zen of Game Programming
13. Scene Management
14. Practice, Practice, Practice
15. The Final Game: Pandoras Legacy
16. Scripting Bots
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